diff --git a/build.zig b/build.zig index 7109941..eb3ff5d 100644 --- a/build.zig +++ b/build.zig @@ -15,7 +15,6 @@ pub fn build(b: *std.Build) void { }), }); combat_lib.addIncludePath(b.path("src")); - combat_lib.linkSystemLibrary("raylib"); // C sources (everything except combat, which is now Zig) const c_sources = [_][]const u8{ diff --git a/build.zig.zon b/build.zig.zon deleted file mode 100644 index 61fe03c..0000000 --- a/build.zig.zon +++ /dev/null @@ -1,84 +0,0 @@ -.{ - // This is the default name used by packages depending on this one. For - // example, when a user runs `zig fetch --save `, this field is used - // as the key in the `dependencies` table. Although the user can choose a - // different name, most users will stick with this provided value. - // - // It is redundant to include "zig" in this name because it is already - // within the Zig package namespace. - .name = .rogged, - - // This is a [Semantic Version](https://semver.org/). - // In a future version of Zig it will be used for package deduplication. - .version = "0.1.0", - - // Together with name, this represents a globally unique package - // identifier. This field is generated by the Zig toolchain when the - // package is first created, and then *never changes*. This allows - // unambiguous detection of one package being an updated version of - // another. - // - // When forking a Zig project, this id should be regenerated (delete the - // field and run `zig build`) if the upstream project is still maintained. - // Otherwise, the fork is *hostile*, attempting to take control over the - // original project's identity. Thus it is recommended to leave the comment - // on the following line intact, so that it shows up in code reviews that - // modify the field. - .fingerprint = 0x5576c549acfcf6f2, - - // Tracks the earliest Zig version that the package considers to be a - // supported use case. - .minimum_zig_version = "0.15.2", - - // This field is optional. - // Each dependency must either provide a `url` and `hash`, or a `path`. - // `zig build --fetch` can be used to fetch all dependencies of a package, recursively. - // Once all dependencies are fetched, `zig build` no longer requires - // internet connectivity. - .dependencies = .{ - // See `zig fetch --save ` for a command-line interface for adding dependencies. - //.example = .{ - // // When updating this field to a new URL, be sure to delete the corresponding - // // `hash`, otherwise you are communicating that you expect to find the old hash at - // // the new URL. If the contents of a URL change this will result in a hash mismatch - // // which will prevent zig from using it. - // .url = "https://example.com/foo.tar.gz", - // - // // This is computed from the file contents of the directory of files that is - // // obtained after fetching `url` and applying the inclusion rules given by - // // `paths`. - // // - // // This field is the source of truth; packages do not come from a `url`; they - // // come from a `hash`. `url` is just one of many possible mirrors for how to - // // obtain a package matching this `hash`. - // // - // // Uses the [multihash](https://multiformats.io/multihash/) format. - // .hash = "...", - // - // // When this is provided, the package is found in a directory relative to the - // // build root. In this case the package's hash is irrelevant and therefore not - // // computed. This field and `url` are mutually exclusive. - // .path = "foo", - // - // // When this is set to `true`, a package is declared to be lazily - // // fetched. This makes the dependency only get fetched if it is - // // actually used. - // .lazy = false, - //}, - }, - - // Specifies the set of files and directories that are included in this package. - // Only files and directories listed here are included in the `hash` that - // is computed for this package. Only files listed here will remain on disk - // when using the zig package manager. As a rule of thumb, one should list - // files required for compilation plus any license(s). - // Paths are relative to the build root. Use the empty string (`""`) to refer to - // the build root itself. - // A directory listed here means that all files within, recursively, are included. - .paths = .{ - "build.zig", - "build.zig.zon", - "src", - "libs", - }, -} diff --git a/flake.nix b/flake.nix index 5695498..e745bbd 100644 --- a/flake.nix +++ b/flake.nix @@ -1,18 +1,13 @@ { inputs.nixpkgs.url = "github:NixOS/nixpkgs?ref=nixos-unstable"; - outputs = { - self, - nixpkgs, - ... - }: let + outputs = {nixpkgs, ...}: let systems = ["x86_64-linux" "aarch64-linux"]; forEachSystem = nixpkgs.lib.genAttrs systems; pkgsForEach = nixpkgs.legacyPackages; in { packages = forEachSystem (system: { - rogged = pkgsForEach.${system}.callPackage ./nix/package.nix {}; - default = self.packages.${system}.rogged; + default = pkgsForEach.${system}.callPackage ./nix/package.nix {}; }); devShells = forEachSystem (system: { diff --git a/nix/package.nix b/nix/package.nix index 0177a10..8fb5c18 100644 --- a/nix/package.nix +++ b/nix/package.nix @@ -5,23 +5,14 @@ raylib, pkg-config, }: -stdenv.mkDerivation { +stdenv.mkDerivation (finalAttrs: { pname = "rogged"; version = "0.0.1"; - src = let - fs = lib.fileset; - s = ../.; - in - fs.toSource { - root = s; - fileset = fs.unions [ - (s + /assets) - (s + /libs) - (s + /src) - (s + /build.zig) - ]; - }; + src = builtins.path { + path = ../.; + name = finalAttrs.pname; + }; nativeBuildInputs = [ zig @@ -30,9 +21,25 @@ stdenv.mkDerivation { buildInputs = [raylib]; + dontConfigure = true; + + buildPhase = '' + runHook preBuild + export ZIG_GLOBAL_CACHE_DIR="$TMPDIR/zig-cache" + zig build --release=fast + runHook postBuild + ''; + + installPhase = '' + runHook preInstall + mkdir -p $out/bin + cp zig-out/bin/roguelike $out/bin/ + runHook postInstall + ''; + meta = { description = "A turn-based roguelike game"; license = lib.licenses.mit; mainProgram = "roguelike"; }; -} +}) diff --git a/src/common.h b/src/common.h index 2b499a8..bd8454d 100644 --- a/src/common.h +++ b/src/common.h @@ -150,16 +150,6 @@ typedef struct { int shake_x; int shake_y; AudioAssets sounds; - // Statistics - int total_kills; - int items_collected; - int damage_dealt; - int damage_taken; - int crits_landed; - int times_hit; - int potions_used; - int floors_reached; - int final_score; } GameState; diff --git a/src/main.c b/src/main.c index 5b4f122..073b84f 100644 --- a/src/main.c +++ b/src/main.c @@ -115,7 +115,6 @@ static void init_floor(GameState *gs, int floor_num) { // Initialize player position if first floor if (floor_num == 1) { player_init(&gs->player, start_x, start_y); - gs->floors_reached = 1; } else { // Move player to new floor position gs->player.x = start_x; @@ -191,8 +190,7 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { audio_play_dodge(gs); } else { if (combat_get_last_damage() > 0) - gs->damage_dealt += combat_get_last_damage(); - spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); + spawn_floating_text(gs, ex, ey, combat_get_last_damage(), combat_was_critical()); audio_play_attack(gs); if (combat_was_blocked()) { spawn_floating_label(gs, ex, ey - 10, "BLOCK", EFFECT_NONE); @@ -201,7 +199,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (combat_was_critical()) { spawn_floating_label(gs, ex + 8, ey - 10, "CRIT!", EFFECT_NONE); audio_play_crit(gs); - gs->crits_landed++; } StatusEffectType applied = combat_get_applied_effect(); if (applied != EFFECT_NONE) { @@ -211,7 +208,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (!attacked_enemy->alive) { spawn_floating_label(gs, ex, ey - 20, "SLAIN", EFFECT_NONE); audio_play_enemy_death(gs); - gs->total_kills++; } } } @@ -223,8 +219,6 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) { if (combat_was_player_damage() && combat_get_last_damage() > 0) { audio_play_player_damage(gs); gs->screen_shake = 8; - gs->damage_taken += combat_get_last_damage(); - gs->times_hit++; spawn_floating_text(gs, gs->player.x * TILE_SIZE + 8, gs->player.y * TILE_SIZE, combat_get_last_damage(), combat_was_critical()); } @@ -315,7 +309,6 @@ static int handle_inventory_input(GameState *gs) { if (item != NULL) { if (item->type == ITEM_POTION) { player_use_item(&gs->player, item); - gs->potions_used++; player_remove_inventory_item(&gs->player, gs->inv_selected); gs->last_message = "Used potion!"; gs->message_timer = 60; @@ -357,8 +350,6 @@ static int handle_descend_input(GameState *gs) { if (IsKeyPressed(KEY_Y)) { if (gs->player.floor < NUM_FLOORS) { audio_play_stairs(gs); - if (gs->player.floor + 1 > gs->floors_reached) - gs->floors_reached = gs->player.floor + 1; init_floor(gs, gs->player.floor + 1); gs->last_message = "Descended to next floor!"; gs->message_timer = 60; @@ -392,7 +383,6 @@ static int handle_movement_input(GameState *gs) { Item *item = get_item_at_floor(gs->items, gs->item_count, gs->player.x, gs->player.y); if (item != NULL) { if (player_pickup(&gs->player, item)) { - gs->items_collected++; char pickup_msg[64]; snprintf(pickup_msg, sizeof(pickup_msg), "Picked up %s", item_get_name(item)); add_log(gs, pickup_msg); @@ -410,7 +400,6 @@ static int handle_movement_input(GameState *gs) { // Check for item usage (U key - use first potion) if (IsKeyPressed(KEY_U)) { if (gs->player.inventory_count > 0 && player_use_first_item(&gs->player)) { - gs->potions_used++; gs->last_message = "Used potion!"; gs->message_timer = 60; audio_play_item_pickup(gs); @@ -520,7 +509,6 @@ static void game_loop(void) { memset(&gs, 0, sizeof(GameState)); gs.game_over = 0; gs.game_won = 0; - load_audio_assets(&gs); init_floor(&gs, 1); } } @@ -566,15 +554,13 @@ static void game_loop(void) { // Draw game over screen if (gs.game_over) { - // Compute final score - gs.final_score = gs.total_kills * 100 + gs.items_collected * 30 + gs.floors_reached * 200 + gs.crits_landed * 25 + - gs.damage_dealt * 2 - gs.damage_taken * 2 - gs.times_hit * 15; + render_game_over(); if (gs.game_won) { - gs.final_score = (gs.final_score * 3) / 2; + // Draw win message + const char *win_msg = "YOU WIN! ESCAPED THE DUNGEON!"; + int msg_w = MeasureText(win_msg, 30); + DrawText(win_msg, (SCREEN_WIDTH - msg_w) / 2, SCREEN_HEIGHT / 2 - 80, 30, GOLD); } - render_end_screen(gs.game_won, gs.total_kills, gs.items_collected, gs.damage_dealt, gs.damage_taken, - gs.crits_landed, gs.times_hit, gs.potions_used, gs.floors_reached, gs.turn_count, - gs.final_score); } EndDrawing(); diff --git a/src/render.c b/src/render.c index 7a1f274..1993447 100644 --- a/src/render.c +++ b/src/render.c @@ -109,58 +109,27 @@ void render_items(const Item *items, int count) { } void render_ui(const Player *p) { - // HUD Panel - const int hud_y = MAP_HEIGHT * TILE_SIZE; - const int hud_height = 60; - const Color hud_bg = {25, 20, 15, 255}; // dark parchment - const Color hud_border = {139, 119, 89, 255}; // bronze/brown border - const Color text_dim = {160, 150, 140, 255}; // dimmed text - const Color text_bright = {240, 230, 220, 255}; // bright text + // UI background bar (taller for two rows) + Rectangle ui_bg = {0, (float)(MAP_HEIGHT * TILE_SIZE), (float)SCREEN_WIDTH, 60}; + DrawRectangleRec(ui_bg, (Color){15, 15, 15, 255}); - // Main HUD background with border - Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height}; - DrawRectangleRec(ui_bg, hud_bg); - DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border); - DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255}); - DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255}); + // Draw dividing line + DrawLine(0, MAP_HEIGHT * TILE_SIZE, SCREEN_WIDTH, MAP_HEIGHT * TILE_SIZE, (Color){50, 50, 50, 255}); - // Section dividers - int section1_end = 180; // after portrait + HP bar - int section2_end = 310; // after stats - int section3_end = 480; // after equipment + // HP Bar (row 1, left) + int bar_x = 10; + int bar_y = MAP_HEIGHT * TILE_SIZE + 10; + int bar_width = 140; + int bar_height = 18; - DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); - DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); + // Bar background + DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){30, 30, 30, 255}); - DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255}); - DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255}); - - int portrait_x = 8; - int portrait_y = hud_y + 8; - int portrait_size = 44; - - // FIXME: for now this is just a blue square indicating the player. Once we - // model the player, add classes, sprites, etc. this will need to be revisited. - DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255}); - DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE); - DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255}); - - // HP Bar, to the right of portrait - int bar_x = portrait_x + portrait_size + 8; - int bar_y = hud_y + 20; - int bar_width = 100; - int bar_height = 16; - - // HP Label, above bar - DrawText("HP", bar_x, bar_y - 11, 9, text_dim); - - // HP Bar background - DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255}); - DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255}); - - // HP Bar fill + // Bar fill based on HP percentage float hp_percent = (float)p->hp / p->max_hp; int fill_width = (int)(bar_width * hp_percent); + + // Color gradient: green > yellow > red Color hp_color; if (hp_percent > 0.6f) { hp_color = (Color){60, 180, 60, 255}; @@ -169,20 +138,16 @@ void render_ui(const Player *p) { } else { hp_color = (Color){200, 60, 60, 255}; } + DrawRectangle(bar_x, bar_y, fill_width, bar_height, hp_color); - if (fill_width > 0) { - DrawRectangle(bar_x + 1, bar_y + 1, fill_width - 2, bar_height - 2, hp_color); - } - - // HP text, centered in bar + // HP text inside bar char hp_text[32]; snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp); - int hp_text_w = MeasureText(hp_text, 10); - DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE); + int hp_text_w = MeasureText(hp_text, 14); + DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 14, WHITE); - // Status effects - int effect_x = bar_x; - int effect_y = bar_y + bar_height + 5; + // Status effect indicators next to HP bar + int effect_x = bar_x + bar_width + 5; for (int i = 0; i < p->effect_count && i < MAX_EFFECTS; i++) { Color eff_color; const char *eff_label = ""; @@ -213,124 +178,52 @@ void render_ui(const Player *p) { if (p->effects[i].duration > 0) { char eff_text[16]; snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration); - DrawText(eff_text, effect_x, effect_y, 9, eff_color); - effect_x += 28; + DrawText(eff_text, effect_x, bar_y, 12, eff_color); + effect_x += 40; } } - int stats_x = section1_end + 15; - int stats_y = hud_y + 12; - int stat_spacing = 40; + // Stats row 1: Floor, ATK, DEF, Inv + int stats_x_start = (effect_x > bar_x + bar_width + 15) ? effect_x + 10 : bar_x + bar_width + 15; + int stats_y = bar_y; + DrawText("F1", stats_x_start, stats_y, 14, WHITE); + DrawText("ATK", stats_x_start + 35, stats_y, 14, YELLOW); + DrawText("DEF", stats_x_start + 85, stats_y, 14, BLUE); + DrawText("INV", stats_x_start + 130, stats_y, 14, GREEN); - // Floor - char floor_text[16]; - snprintf(floor_text, sizeof(floor_text), "F%d", p->floor); - DrawText(floor_text, stats_x, stats_y, 14, text_bright); - DrawText("Floor", stats_x, stats_y + 16, 9, text_dim); + // Row 2: equipment slots and controls + int row2_y = stats_y + 24; - // ATK - char atk_text[16]; - snprintf(atk_text, sizeof(atk_text), "%d", p->attack); - DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW); - DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim); - - // DEF - char def_text[16]; - snprintf(def_text, sizeof(def_text), "%d", p->defense); - DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255}); - DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim); - - int equip_x = section2_end + 15; - int equip_y = hud_y + 8; - - // Weapon slot - DrawText("WEAPON", equip_x, equip_y, 9, text_dim); + // Equipment (left side of row 2) if (p->has_weapon) { - const char *weapon_name = item_get_name(&p->equipped_weapon); - if (weapon_name) { - char weapon_text[64]; - snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power, - dmg_class_get_short(p->equipped_weapon.dmg_class)); - DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255}); - } + char weapon_text[64]; + snprintf(weapon_text, sizeof(weapon_text), "Wpn:%s +%d [%s]", item_get_name(&p->equipped_weapon), + p->equipped_weapon.power, dmg_class_get_short(p->equipped_weapon.dmg_class)); + DrawText(weapon_text, 10, row2_y, 12, YELLOW); } else { - DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255}); + DrawText("Wpn:--- [IMP]", 10, row2_y, 12, (Color){60, 60, 60, 255}); } - // Armor slot - DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim); if (p->has_armor) { - const char *armor_name = item_get_name(&p->equipped_armor); - if (armor_name) { - char armor_text[48]; - snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power); - DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255}); - } + char armor_text[48]; + snprintf(armor_text, sizeof(armor_text), "Arm:%s +%d", item_get_name(&p->equipped_armor), p->equipped_armor.power); + DrawText(armor_text, 150, row2_y, 12, BLUE); } else { - DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255}); + DrawText("Arm:---", 150, row2_y, 12, (Color){60, 60, 60, 255}); } - int ctrl_x = section3_end + 20; - int ctrl_y = hud_y + 14; - - DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255}); - DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255}); - - // INV count in top-right corner of HUD - char inv_text[16]; - snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY); - int inv_width = MeasureText(inv_text, 10); - DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN); + // Controls hint (right side) + DrawText("[G] Pickup [I] Inventory [E] Equip [D] Drop", 350, row2_y, 12, (Color){70, 70, 70, 255}); } void render_action_log(const char log[5][128], int count, int head) { - // Roguelike scroll/log panel styling - const int log_width = 250; - const int log_height = 90; - const int log_x = 2; - const int log_y = MAP_HEIGHT * TILE_SIZE - log_height - 5; - - const Color log_bg = {15, 12, 10, 230}; // dark parchment - const Color log_border = {100, 85, 65, 255}; // bronze border - const Color log_border_dark = {60, 50, 40, 255}; // shadow - - // Background panel with border - Rectangle log_rect = {(float)log_x, (float)log_y, (float)log_width, (float)log_height}; - DrawRectangleRec(log_rect, log_bg); - DrawRectangleLines(log_x, log_y, log_width, log_height, log_border); - - // Inner shadow line - DrawLine(log_x + 1, log_y + log_height - 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); - DrawLine(log_x + log_width - 1, log_y + 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark); - - // Title bar - DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255}); - DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255}); - - // Separator line under title - DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark); - - // Log entries - int text_x = log_x + 8; - int text_start_y = log_y + 28; - int line_height = 12; + int log_x = 10; + int log_y = MAP_HEIGHT * TILE_SIZE - 75; for (int i = 0; i < count && i < 5; i++) { int idx = (head - count + i + 5) % 5; if (log[idx][0] != '\0') { - // Fade older messages - int age = count - i - 1; - Color text_color; - if (age == 0) { - text_color = (Color){220, 210, 200, 255}; // newest: bright - } else if (age == 1) { - text_color = (Color){180, 170, 160, 255}; // recent - } else if (age == 2) { - text_color = (Color){150, 140, 130, 230}; // older - } else { - text_color = (Color){120, 110, 100, 200}; // oldest: dim - } - DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color); + DrawText(log[idx], log_x, log_y + i * 14, 12, (Color){140, 140, 140, 255}); } } } @@ -443,8 +336,7 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak if (texts[i].label[0] != '\0') { // Label text (DODGE, BLOCK, CRIT!, proc name, SLAIN) - // Check for "CRIT!" specifically rather than just 'C' prefix - int font_size = (strcmp(texts[i].label, "CRIT!") == 0) ? 16 : 14; + int font_size = (texts[i].label[0] == 'C') ? 16 : 14; // CRIT! slightly larger Color color = label_color(&texts[i], a); int text_w = MeasureText(texts[i].label, font_size); DrawText(texts[i].label, x - text_w / 2, y, font_size, color); @@ -459,169 +351,37 @@ void render_floating_texts(FloatingText *texts, int count, int shake_x, int shak } } -void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, - int times_hit, int potions, int floors, int turns, int score) { +void render_game_over(void) { // Semi-transparent overlay Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT}; DrawRectangleRec(overlay, (Color){0, 0, 0, 210}); - // Title - const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER"; - int title_font_size = 60; - Color title_color = is_victory ? GOLD : RED; - int title_width = MeasureText(title, title_font_size); - DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color); + // Game over text + const char *title = "GAME OVER"; + int title_width = MeasureText(title, 60); + DrawText(title, (SCREEN_WIDTH - title_width) / 2, SCREEN_HEIGHT / 2 - 30, 60, RED); - // Stats box - int box_x = SCREEN_WIDTH / 2 - 200; - int box_y = 110; - int box_w = 400; - int box_h = 320; - DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240}); - DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255}); - - // Stats content - char line[64]; - int col1_x = box_x + 20; - int col2_x = box_x + 210; - int row_y = box_y + 20; - int line_height = 24; - Color label_color = LIGHTGRAY; - Color value_color = WHITE; - - // Column 1 - DrawText("Kills:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", kills); - DrawText(line, col1_x + 80, row_y, 18, value_color); - row_y += line_height; - - DrawText("Items:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", items); - DrawText(line, col1_x + 80, row_y, 18, value_color); - row_y += line_height; - - DrawText("Damage Dealt:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", damage_dealt); - DrawText(line, col1_x + 140, row_y, 18, value_color); - row_y += line_height; - - DrawText("Damage Taken:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", damage_taken); - DrawText(line, col1_x + 140, row_y, 18, value_color); - row_y += line_height; - - DrawText("Crits:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", crits); - DrawText(line, col1_x + 80, row_y, 18, value_color); - row_y += line_height; - - DrawText("Times Hit:", col1_x, row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", times_hit); - DrawText(line, col1_x + 80, row_y, 18, value_color); - row_y += line_height; - - // Column 2 - int col2_row_y = box_y + 20; - DrawText("Potions:", col2_x, col2_row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", potions); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); - col2_row_y += line_height; - - DrawText("Floors:", col2_x, col2_row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", floors); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); - col2_row_y += line_height; - - DrawText("Turns:", col2_x, col2_row_y, 18, label_color); - snprintf(line, sizeof(line), "%d", turns); - DrawText(line, col2_x + 80, col2_row_y, 18, value_color); - col2_row_y += line_height; - - // Score: placed below the last row of the longer column (6 items, row_y is already there) - row_y += 10; - DrawText("SCORE:", col1_x, row_y, 22, GOLD); - snprintf(line, sizeof(line), "%d", score); - DrawText(line, col1_x + 90, row_y, 22, GOLD); - - if (is_victory) { - const char *subtitle = "Press R to play again or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); - } else { - const char *subtitle = "Press R to restart or Q to quit"; - int sub_width = MeasureText(subtitle, 20); - DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY); - } + const char *subtitle = "Press R to restart or Q to quit"; + int sub_width = MeasureText(subtitle, 20); + DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT / 2 + 40, 20, WHITE); } void render_message(const char *message) { if (message == NULL) return; - const int font_size = 20; - const int line_height = font_size + 4; - const int padding_x = 20; - const int padding_y = 15; - const int max_box_width = (int)(SCREEN_WIDTH * 0.75f); - const int max_line_width = max_box_width - (padding_x * 2); + int msg_len = strlen(message); + float msg_ratio = 13.5; - // Calculate line breaks by iterating through message - int line_count = 1; - int current_line_width = 0; - int longest_line_width = 0; - - const char *msg_ptr = message; - while (*msg_ptr && line_count <= 10) { - // Estimate character width (average ~10px for 20pt font) - int char_width = 10; - current_line_width += char_width; - - if (current_line_width > max_line_width && *msg_ptr == ' ') { - if (current_line_width > longest_line_width) - longest_line_width = current_line_width; - line_count++; - current_line_width = 0; - } - msg_ptr++; - } - - if (current_line_width > longest_line_width) - longest_line_width = current_line_width; - - // Measure full message - int total_msg_width = MeasureText(message, font_size); - int box_width = total_msg_width + (padding_x * 2); - - // If message is too long, use wrapped width - if (box_width > max_box_width) { - box_width = max_box_width; - } - - // Ensure minimum width - if (box_width < 200) - box_width = 200; - - // Calculate box height based on line count - int box_height = (line_count * line_height) + (padding_y * 2); - - // Center the box - float box_x = (SCREEN_WIDTH - box_width) / 2.0f; - float box_y = (SCREEN_HEIGHT - box_height) / 2.0f; - - // Draw message box background - Rectangle msg_bg = {box_x, box_y, (float)box_width, (float)box_height}; + // Draw message box + // TODO: Separate out the calculation of the x/y and width/height so that if a message takes up more than, say, + // 75% of the screen width, we add a line break and increase the height. That would then require calculating the + // width based on the longest line. + Rectangle msg_bg = {(float)(SCREEN_WIDTH / 2.0f - ((msg_ratio / 2.03f) * msg_len)), + (float)(SCREEN_HEIGHT / 2.0f - 30.0f), msg_ratio * msg_len, 60}; DrawRectangleRec(msg_bg, (Color){45, 45, 45, 235}); DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255}); - // Draw text centered - int text_x = (SCREEN_WIDTH - total_msg_width) / 2; - int text_y = (SCREEN_HEIGHT - font_size) / 2; - - // For wrapped text, draw at box center with padding - if (line_count > 1) { - text_x = (int)box_x + padding_x; - text_y = (int)box_y + padding_y; - } - - DrawText(message, text_x, text_y, font_size, WHITE); + int msg_width = MeasureText(message, 20); + DrawText(message, (SCREEN_WIDTH - msg_width) / 2, SCREEN_HEIGHT / 2 - 10, 20, WHITE); } diff --git a/src/render.h b/src/render.h index 966793b..850c989 100644 --- a/src/render.h +++ b/src/render.h @@ -27,9 +27,8 @@ void render_inventory_overlay(const Player *p, int selected); // Render floating damage text void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y); -// Render end screen (victory or death) with stats breakdown -void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits, - int times_hit, int potions, int floors, int turns, int score); +// Render game over screen +void render_game_over(void); // Render a message popup void render_message(const char *message);